Hi,
I have rewritten the First Pass Shader of the Unity terrain, so it does the whole texture calculation on the GPU, which is necessary because we want a procedural terrain, and it took 2 seconds on the CPU.
I have
Dependency "AddPassShader" = "Nature/Terrain/AddPass"
Dependency "BaseMapShader" = "Nature/Terrain/Base"
and
Shader "Nature/Terrain/Base" {
but it does nothing.
Thanks in advance
Edit: I tested if the terrain uses my shader with
o.Albedo = 1 - which should result in a grey terrain, but it still has it’s texture on the surface.